For the transfer window, there is a clock icone at the left of the screen while fyling if you click on that you wil get a transfer window planner. Just a tip for a next time
@@Bretaxy maybe to you chad! Get over urself… your the last one who should tell others stuff is over used… have you seen your fb account?? I’ll share it if you want 😂
when coming to a re entry you should set your craft to point at the _surface_ retrograde instead of orbital retrograde => that makes it so the craft is at a perfect angle, and only the bottom part (heatshield) will heat up
When you added the nose cones to the top of the fuel tanks it actually does nothing other than adding weight. For some reason, nose cones in ksp only work if attached to a node
@@xenowreborn yeah, it’s because ksp doesnt model the fluid dynamics of the air, only does a simple drag calculation based on the aerodynamics of the pieces.
@@xenowreborn yeah drag is calculated by how many open attachment nodes are exposed to the air stream. Of course parts have a set drag and lift amount, but exposed nodes are definitely the highest source of drag. That and struts.
I imagine gilly would be a great place for a small self-sufficient launchpad-colony, its elliptical orbit gives a ridiculous boost for any rockets from the colony to go interplanetary, and the low gravety makes it even easier. Pluss you get tons of solar power, being so close to the sun. Could be some major flaw I'm not thinking about though, would love to discuss.
A note on solar panels: You can place all of them in an action group during vehicle assembly. Lets you use one key to activate them rather than activating individually
I noticed they don't like using any kind of action group - not even to deploy the landing legs. I'm surprised they use the spacebar to change stages instead of manually separating and activating rockets lmao
I'm surprised that this guy hasn't figured out some of the more advanced mechanics after playing KSP for a long time, like switching from local to absolute to adjust the rotation of the engine because it was placed on a radial atachment point and was not straight at the beginning, But it still entertaining to watch.
speaking of ion engines and not enough electricity, they can survive with all the way down to 10% of energy requirements, but give less and less efficiency as you go down, all the way to 55% thrust of what it should give, so starving your engines is a viable strategy if you are itching to save weight on your electronics, tho i dont think this is practical either way, but there is a rhyme and reason to ions working when starved.
This is only true if the ascending/descending node coincides with your apoapsis. The best way to do it is to just pick whichever of your ascending/descending nodes is *closer* to apoapsis, and perform your burn there.
I think it's sometimes a net saving of dV to use a little bit of dV on pushing either one of the AN or DN onto your apoapsis from wherever it is, before changing plane. It's definitely sometimes a net saving to get a really high, really slow apoapsis before trying to execute very large changes in orbital plane.
Good general tip! In his case he was using twice as many engines as tanks (you can see this if you freeze frame at 2:46). It looks like he used alt for half and when the tank nodes were exhausted he eyeballed the rest.
I was watching a simple rocket simulator (or something like that) iceberg video, and it basically explained everything about maneuvers that I knew nothing about when watching ksp videos. So much cooler now
If you don’t already know but if you hold shift in the vab or sph you can get smaller movement with the different tools and no limit on the move tool distance.
hitting tab when making your intercept maneuver node will let you see the planet/flight path to be more refined. Looks like you just went off of the periapsis numbers from afar. Tabbing over will let you see your approach angle too (and avoid your accidental polar orbit)
RC, do you know that you can press z for instance setting the throttle to max and x for the reverse? You can also double-click a planet or moon or other thing to aim your camera. That can help you to go to another planet with a more controllable altitude.
theres a handy little mod called Editor Extensions Redux that can help with the whole kraken problem, Enable advanced tweakables in the settings menu, in the editor, if you hover over the EER icon, there should be some buttons that appear, and three say "Autostrut All [insert autostrut type]" I find heaviest works for me, do this after the whole rocket is build.
After the lower and mid lower atmosphere, your fins are basically dead weight. If your boosters get you that high, you can just put the fins on the boosters and eject them with them
Its fun for me to cringe sometimes at a lot of rookie youtubers rockets. But yours are by far the most kerbal and also some of the best made. But Also that heat shield immediately made me go "that is going to flip on reentry, right?"
Original: sfs films For the transfer window, there is a clock icone at the left of the screen while fyling if you click on that you wil get a transfer window planner. Just a tip for a next time
"How much funding do we have for a new rocket?" *site director digs into his pockets and pulls out 2 coupons, a wad of chewed gum, 16 cents and a paperclip* _"we can make it work."_
I have a tip for you!: if you don’t want to burn your main stage with your boosters then make another stage and set the first stage to only the boosters and then for the second stage make the boosters detach and then fire up the first stage
Can someone explain to me why you'd even get into orbit around kerbin and wait there for the launch window? I just burn straight up when the launchpad is pointing me in the right direction for losing/gaining speed around the sun. Isn't this more fuel efficient?
I can't burn away fast enough to directly escape with the ion engine so I'd either need to add more boosters or set up and perform multiple orbits to escape
@@chrisakaschulbus4903 I do it the same way, getting to orbit around Kerbin requires a very stable rocket also theres aero drag and physics involved, so to avoid that I strap the most powerful solid boosters for the ongoing mission Mun/Duna/Ike... and efficient boosters like puddle engine or that small one or both (nuclear engine sometimes too!) These solid boosters shoot me beyond Minimum orbit or any space in the Kerbin system location when I go straight up from launchpad and the rest is on my super efficient 5k Delta v 60t spaceship that can refuel itself on another celestial body. This is the story of how I went interplanetary without ever docking or having a "proper" start with Kerbin orbit launch. To this day I'm using the model of this rocket to send the best rovers, mining missions, tourist, satellite and science ships all over the Kerbol solar system.
@@ReidCaptain "I can't burn away fast enough to directly escape with the ion engine" I wasn't talking about escaping with the ion engines. Would be an interesting test to see how far the amount of fuel you used to get into orbit would take you when burning straight up.
Might be a bit hard to do, but can you do a " To the Mun and back without ever turning down throttle" Meaning you have to have your engine going the entire time to get to the Mun. Land, and then return. If the challenge is too hard, then you could throttle down a bit for the landing. But preferably also make it back to Kerbin. Would be interesting, you could get to the Mun fast if you spec your craft for it. But havign to slow down, and then touch down on the Mun while killing your speed might be tough. Might be more of a scenario of patience vs time. Since a normal flight would take about 10 or so hours in real time, but I would want to get that extra speed to finish it sooner.
If you'd burnt for a little bit longer when getting the encounter with Gilly, you would've gone through Gilly and out the other side, then you could've used your solar panels/ion engines for capture more.
They're quite heavy for the amount of electricity they generate, and they don't generate much. To run 1 ion engine at full power takes 12 RTGs, weighing nearly 1 ton.
now, if you wanna be technical, small parts does not mean small rocket, and cramming 500 Oscar-B fuel tanks and 300 ant engines onto a seat **is** within that range